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Space Troopers

Posted: Sun Feb 21, 2010 7:10 am
by Lagomorphia
Can units with jetpacks pass through hanger shields while in flight? If not is there a way to make it so they can?

Re: Space Troopers

Posted: Sun Feb 21, 2010 8:54 am
by The_Emperor
While I'm not entirely sure, I doubt the shield would be able to know the difference between normal troopers and ones with jetpacks, so it lets all units through, or none, I'd reckon. A workaround would be to make all units able to pass through the hanger shield, but make an invisible barrier for units on the floor that's too high to jump over.

Re: Space Troopers

Posted: Sun Feb 21, 2010 9:53 am
by Lagomorphia
On a map my brother was making the jet troopers walked into the lake and the other units didn't. There was a barrier for infantry but not flyers.

Re: Space Troopers

Posted: Sun Feb 21, 2010 10:16 am
by The_Emperor
Well in that case, I suppose you could use that same method for the hangar shield

Re: Space Troopers

Posted: Sun Feb 21, 2010 12:11 pm
by skelltor
no they can not but in fc you can make hanger shields allow units which lets unit walk throught them idk if there is a way to always let them go through

Re: Space Troopers

Posted: Sun Feb 21, 2010 1:56 pm
by Lagomorphia
I know that, but it is isn't great having a unit that you need to activate the Fake Console to use properly.

Re: Space Troopers

Posted: Sun Feb 21, 2010 2:11 pm
by Darth_Squoobus
Lagomorphia wrote:I know that, but it is isn't great having a unit that you need to activate the Fake Console to use properly.
Never fear! Squoobus is here! He will solve your problem!

Jet troopers are pretty big, so you need to scale up the dark trooper .odf and turn it into a vehicle. That limits what you can do with it, but it allows you to bypass barriers and such.

Re: Space Troopers

Posted: Sun Feb 21, 2010 2:48 pm
by sampip
Lagomorphia wrote:I know that, but it is isn't great having a unit that you need to activate the Fake Console to use properly.
All the fake console was done (I think) through scripting and coding, meaning there should be a piece of script or function concerning disabling hangar shield barriers. There is a list of all .lua codes and functions somewhere, I'm just looking for it now.

Re: Space Troopers

Posted: Sun Feb 21, 2010 3:04 pm
by Lagomorphia
Jet troopers are pretty big, so you need to scale up the dark trooper .odf and turn it into a vehicle. That limits what you can do with it, but it allows you to bypass barriers and such.
Spacesuits eh? Sounds interesting.

Re: Space Troopers

Posted: Sun Feb 21, 2010 3:22 pm
by Fiodis
Darth_Squoobus wrote:Jet troopers are pretty big, so you need to scale up the dark trooper .odf and turn it into a vehicle.
Do you know how hard that would be?

Re: Space Troopers

Posted: Sun Feb 21, 2010 3:27 pm
by theultimat
FragMe! made a new model of one I think...I'll have a look on his Xfire videos...

EDIT:
Yeah, here it is:
Image

Re: Space Troopers

Posted: Sun Feb 21, 2010 4:11 pm
by Fiodis
I saw that while he was developing it, and I thought (and still do think) it's a very clever idea - but it doesn't completely cover what the OP wants to do, and it's very hard for someone who doesn't know anything about XSI, as you have to make the model, then rig custom animations for it.

Re: Space Troopers

Posted: Sun Feb 21, 2010 4:20 pm
by Fluffy_the_ic
Lagomorphia wrote:On a map my brother was making the jet troopers walked into the lake and the other units didn't. There was a barrier for infantry but not flyers.
That should actually work perfectly here. Of course, I don't know how to make said barriers for more than just AI. You can just change the jet trooper's class to the same thing as, say, a tank so that it can go through it.

Re: Space Troopers

Posted: Sun Feb 21, 2010 5:49 pm
by Lagomorphia
Didn't work. The clone still cannot pass through the shield.

Unit ODF
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "flyer"
ClassParent = "rep_inf_default_jettrooper"

[Properties]
Label = "Arc Trooper"
UnitType = "trooper"
IconTexture = "rep_htrooper_icon"

GeometryName = "rep_inf_jettrooper"
GeometryLowRes = "rep_inf_jettrooper"
FirstPerson = "REP\repjettp;rep_1st_jettrooper"

JetJump = "70.0" //7 //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "1000.0" //Acceleration while hovering.
JetType = "hover"
JetFuelRechargeRate = "0.9" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.005" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0001" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)

WEAPONSECTION = 1
WeaponName = "rep_weap_inf_carbine"
WeaponAmmo = 4

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_clonepistol"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 2
WeaponChannel = 1

Re: Space Troopers

Posted: Sun Feb 21, 2010 6:04 pm
by Fiodis
Woah, now. Didn't you get a CTD? You shouldn't change the classlabel of a unit to a flyer. That makes the game think it's a flyer, not a unit. "UnitType", perhaps, is what you ought to edit, or "Label".

Re: Space Troopers

Posted: Sun Feb 21, 2010 6:57 pm
by MercuryNoodles
UnitType determines AI behavior, not anything regarding collision, and I've never been too sure of what Label actually does, if anything. Either way, changing the ClassLabel was the right idea, in a sense, though it still shouldn't work.

If you want jettroopers to pass through the hangar shield, you should change the collision properties in the shield odf. Unfortunately, the drawback is that you can't make it jettrooper specific.

http://www.gametoast.com/forums/viewtop ... 02#p325902

Re: Space Troopers

Posted: Sun Feb 21, 2010 7:07 pm
by kinetosimpetus
Can you make it HealthType specific?

Re: Space Troopers

Posted: Sun Feb 21, 2010 7:14 pm
by MercuryNoodles
There isn't an odf parameter for that, from what I've seen, so I'd say no. At least, you couldn't do it with an odf.

Re: Space Troopers

Posted: Sun Feb 21, 2010 8:32 pm
by Xavious
MercuryNoodles wrote:If you want jettroopers to pass through the hangar shield, you should change the collision properties in the shield odf. Unfortunately, the drawback is that you can't make it jettrooper specific.
Just make sure the normal troopers can't jump high enough to reach the hanger shield.

Or give the jet troopers and normal troopers seperate health types, and put a damage region outside for the health type you assign to normal troopers.

Re: Space Troopers

Posted: Mon Feb 22, 2010 4:03 pm
by Lagomorphia
seperate health types
How do I do that?

I suppose if the jet troopers can pass through the shield it would make sense for the non-jet troopers to be able to too, but they won't get anywhere. They'll just be in for a long drop.